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<blockquote data-quote="Shade" data-source="post: 4308503" data-attributes="member: 287"><p><strong>Aruchai (alternatively Fleische Kleckse, Blobs of Flesh, Sea of Flesh)</strong></p><p>ORIGIN: Limbo</p><p>FREQUENCY: Very rare</p><p>NO. APPEARING: 10-1000</p><p>ARMOR CLASS: 10</p><p>MOVE: ¼”</p><p>HIT DICE: 4+1</p><p>% IN LAIR: See below</p><p>TREASURE TYPE: See below</p><p>NO. OF ATTACKS: See below</p><p>DAMAGE/ATTACK: See below</p><p>SPECIAL ATTACKS: Paralyzation + see below</p><p>SPECIAL DEFENSES: “Weapon-sticking” + see below</p><p>MAGIC RESISTANCE: 75%</p><p>INTELLIGENCE: Semi-low</p><p>ALIGNMENT: Chaotic Neutral</p><p>SIZE: S (4’) + see below</p><p>PSIONIC ABILITY: Nil</p><p></p><p>Aruchai are creatures native to the plane of Limbo — absolute Chaos. The gods there first created the Aruchai (sing. Arucha) for amusement, but accidentally endowed them with slight intelligence. An Arucha’s one purpose in life is to get OUT of Limbo. When a group of Aruchai has killed all of its enemies, and when the number of the enemies was equal to half or more of the number of Aruchai fighting, the corpses of the enemies immediately begin corrupting into new Aruchai. Meanwhile, the Aruchai are instantly transported to the enemies’ native plane, where they terrorize the inhabitants for one day. They may not be slain in the shape of Aruchai on this new plane, but after the one-day period is up the Aruchai reform into the creatures they were before they were defeated by a group of Aruchai. However, the reformed creatures will now all have Chaotic Neutral alignment.</p><p></p><p>Aruchai appear as formless blobs of rotting, yellow flesh. Their bodies may be seen to be crawling with little red parasites, who greedily slurp up the many fluids the Aruchai excrete at odd times. The Aruchai also excrete a viscous glue which causes them to stick to the ground (thus their slow movement rate). Aruchai are always moving, albeit very slowly. They never stop for rest, and only slow down a little to absorb foods.</p><p></p><p>Weapons of +3 or less will stick to the Aruchai’s glue-coated bodies if the modified “to hit” roll is below 18. The weapons can be pulled out of an Arucha as per a Web spell. Each round a weapon is stuck the Arucha’s body acids will eat away at it, so it loses a “plus” each round (normal weapons will go into the negatives). If a weapon reaches -5 it will explode, not harming the Aruchai but doing 2-16 pts. damage to all others within a 6” radius.</p><p></p><p>An Arucha will reach out with shapeless “fingers” at its victim, paralyzing them as per a Gelatinous Cube. It will then proceed to devour its captive by engulfing it and eventually (1 round) suffocating it. The Arucha then digests the enemy and excretes it as pre-Aruchai mess — which will become Aruchai under the conditions detailed above. Aruchai fingers can reach a maximum of 1” from the body. </p><p></p><p>When there are 100 or more live Aruchai present, they can meld and flow together into Aruchai-Kamoit — a sea of writhing flesh. Their fingers may then reach 2”, they gain +3 “to hit”, and 3 is subtracted from the enemy’s saving throws vs. paralyzation.</p><p></p><p>Aruchai are invulnerable to cold-based attacks, and weapons of +1 or less do only one point of damage to them per hit. Weapons of +2 or better do as many pts. of damage as their “plus” (i.e., a +3 sword does three points of damage). Normal damage adjustments (due to high strength) do not apply to Aruchai. Damage penalties incurred because of low strength do apply, however. Fire does triple damage vs. the Fleische Kleckse, and so does acid.</p><p></p><p>Aruchai are treated as size “L” in “Kamoit” state. </p><p></p><p>Gods and other creatures of Chaos often utilize seas of Aruchai as treasure guards in caverns with low roofs.</p><p></p><p>Originally appeared in Dragon Magazine #47 (1981).</p></blockquote><p></p>
[QUOTE="Shade, post: 4308503, member: 287"] [B]Aruchai (alternatively Fleische Kleckse, Blobs of Flesh, Sea of Flesh)[/B] ORIGIN: Limbo FREQUENCY: Very rare NO. APPEARING: 10-1000 ARMOR CLASS: 10 MOVE: ¼” HIT DICE: 4+1 % IN LAIR: See below TREASURE TYPE: See below NO. OF ATTACKS: See below DAMAGE/ATTACK: See below SPECIAL ATTACKS: Paralyzation + see below SPECIAL DEFENSES: “Weapon-sticking” + see below MAGIC RESISTANCE: 75% INTELLIGENCE: Semi-low ALIGNMENT: Chaotic Neutral SIZE: S (4’) + see below PSIONIC ABILITY: Nil Aruchai are creatures native to the plane of Limbo — absolute Chaos. The gods there first created the Aruchai (sing. Arucha) for amusement, but accidentally endowed them with slight intelligence. An Arucha’s one purpose in life is to get OUT of Limbo. When a group of Aruchai has killed all of its enemies, and when the number of the enemies was equal to half or more of the number of Aruchai fighting, the corpses of the enemies immediately begin corrupting into new Aruchai. Meanwhile, the Aruchai are instantly transported to the enemies’ native plane, where they terrorize the inhabitants for one day. They may not be slain in the shape of Aruchai on this new plane, but after the one-day period is up the Aruchai reform into the creatures they were before they were defeated by a group of Aruchai. However, the reformed creatures will now all have Chaotic Neutral alignment. Aruchai appear as formless blobs of rotting, yellow flesh. Their bodies may be seen to be crawling with little red parasites, who greedily slurp up the many fluids the Aruchai excrete at odd times. The Aruchai also excrete a viscous glue which causes them to stick to the ground (thus their slow movement rate). Aruchai are always moving, albeit very slowly. They never stop for rest, and only slow down a little to absorb foods. Weapons of +3 or less will stick to the Aruchai’s glue-coated bodies if the modified “to hit” roll is below 18. The weapons can be pulled out of an Arucha as per a Web spell. Each round a weapon is stuck the Arucha’s body acids will eat away at it, so it loses a “plus” each round (normal weapons will go into the negatives). If a weapon reaches -5 it will explode, not harming the Aruchai but doing 2-16 pts. damage to all others within a 6” radius. An Arucha will reach out with shapeless “fingers” at its victim, paralyzing them as per a Gelatinous Cube. It will then proceed to devour its captive by engulfing it and eventually (1 round) suffocating it. The Arucha then digests the enemy and excretes it as pre-Aruchai mess — which will become Aruchai under the conditions detailed above. Aruchai fingers can reach a maximum of 1” from the body. When there are 100 or more live Aruchai present, they can meld and flow together into Aruchai-Kamoit — a sea of writhing flesh. Their fingers may then reach 2”, they gain +3 “to hit”, and 3 is subtracted from the enemy’s saving throws vs. paralyzation. Aruchai are invulnerable to cold-based attacks, and weapons of +1 or less do only one point of damage to them per hit. Weapons of +2 or better do as many pts. of damage as their “plus” (i.e., a +3 sword does three points of damage). Normal damage adjustments (due to high strength) do not apply to Aruchai. Damage penalties incurred because of low strength do apply, however. Fire does triple damage vs. the Fleische Kleckse, and so does acid. Aruchai are treated as size “L” in “Kamoit” state. Gods and other creatures of Chaos often utilize seas of Aruchai as treasure guards in caverns with low roofs. Originally appeared in Dragon Magazine #47 (1981). [/QUOTE]
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